UNIVERSAL SPECIAL RULES - USR Reference: Difference between revisions
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= USR Reference = | = USR Reference = | ||
== Adamantium Will == | == Adamantium Will == | ||
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Passengers disembarking from Access Points on a vehicle can disembark even after the vehicle has moved. This includes arriving from reserves or Deep Strike. | Passengers disembarking from Access Points on a vehicle can disembark even after the vehicle has moved. This includes arriving from reserves or Deep Strike. | ||
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== Assault == | |||
{| class="wikitable" | |||
|Assault weapons are found amongst those throwing themselves into the fray, hurling a volley of weapon fire as they charge. | |||
|} | |||
Assault weapons can be fired even after advancing, but suffer a -1 penalty to hit when firing these weapons. | |||
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|This weapon has been crafted with one aim in mind: to pierce the hides of armoured vehicles. | |This weapon has been crafted with one aim in mind: to pierce the hides of armoured vehicles. | ||
|} | |} | ||
If a model has this special rule, or is attacking with a | If a model has this special rule, or is attacking with a weapon that has this special rule, it rerolls armour penetration rolls. | ||
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==== Apocalyptic Blast ==== | ==== Apocalyptic Blast ==== | ||
Apocalyptic Blast weapons use the 10" blast marker, but otherwise obey all the rules for Blast weapons. | Apocalyptic Blast weapons use the 10" blast marker, but otherwise obey all the rules for Blast weapons. | ||
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|This attack looses a brilliant flare of light, searing the sight of the victim and forcing him to fight blind for a few moments. | |This attack looses a brilliant flare of light, searing the sight of the victim and forcing him to fight blind for a few moments. | ||
|} | |} | ||
Any unit hit by one or more models or weapons with this special rule | Any unit hit by one or more models or weapons with this special rule suffer a -1 penalty to hit rolls until the end of their next turn. Should the attacking unit hit themselves, we assume they are prepared and they automatically pass the test. Any model that does not have an Initiative characteristic (for example, non-Walker vehicles, buildings etc.) is unaffected by this special rule. | ||
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|Bolstered by ultimate faith in his goal, the crusader is tireless, sweeping from one foe to the next in a battle that never ends. | |Bolstered by ultimate faith in his goal, the crusader is tireless, sweeping from one foe to the next in a battle that never ends. | ||
|} | |} | ||
A unit that contains at least one model with this special rule rolls | A unit that contains at least one model with this special rule can reroll Advance rolls. In addition, a unit that contains at least one model with this special rule adds D3 to its Sweeping Advance totals (roll each time). | ||
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== Devastating Wounds == | |||
{| class="wikitable" | |||
|A weapon with devastating wounds has the opportunity to inflict critical damage to an enemy on the unfortunate end of this weapon. | |||
|} | |||
When a weapon with the devastating wounds keyword rolls a result of a 6 to Wound, no saves are allowed against that wound. Feel No Pains may still be taken against them. | |||
When a weapon with Devastating Wounds rolls against a vehicle, if a 6 is rolled, rolls on the Armor Penetration table instead with an AP amount equal to the value on the weapon. | |||
== Eternal Warrior == | == Eternal Warrior == | ||
{| class="wikitable" | {| class="wikitable" | ||
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Feel No Pain saves may not be taken against Destroyer attacks or against unsaved Wounds that have the Instant Death special rule. | Feel No Pain saves may not be taken against Destroyer attacks or against unsaved Wounds that have the Instant Death special rule. | ||
Roll a D6 each time an unsaved Wound is suffered | Roll a D6 each time an unsaved Wound is suffered. | ||
If a unit has the Feel No Pain special rule with a number in brackets afterwards – Feel No Pain (6+), for example – then the number in brackets is the D6 result needed to discount the Wound. A model’s Feel No Pain roll can never be improved beyond 2+. | If a unit has the Feel No Pain special rule with a number in brackets afterwards – Feel No Pain (6+), for example – then the number in brackets is the D6 result needed to discount the Wound. A model’s Feel No Pain roll can never be improved beyond 2+. | ||
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|Preternaturally agile, these warriors can cover ground more quickly than their plodding foes. | |Preternaturally agile, these warriors can cover ground more quickly than their plodding foes. | ||
|} | |} | ||
A unit composed entirely of models with this special rule can re-roll one or | A unit composed entirely of models with this special rule can re-roll one or both of the dice for Advance and Charge rolls. | ||
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== Heavy == | |||
{| class="wikitable" | |||
|Heavy weapons are the biggest and most cumbersome weapons available to the armies in the 41st millenium | |||
|} | |||
An infantry model that moves with a Heavy weapon incurs a -1 penalty to hit when moving and shooting. A model cannot fire this weapon if the model advances. This rule has no effect on other unit types, but they still cannot fire after advancing. | |||
== Hit & Run == | == Hit & Run == | ||
{| class="wikitable" | {| class="wikitable" | ||
|Some troops employ a flexible battle stance, engaging the foe at close quarters one moment, before peeling off to strike with renewed vigour the next. | |Some troops employ a flexible battle stance, engaging the foe at close quarters one moment, before peeling off to strike with renewed vigour the next. | ||
|} | |} | ||
A unit that contains at least one model with this special rule that is locked in combat can choose to leave close combat at the end of any Fight phase | A unit that contains at least one model with this special rule that is locked in combat can choose to leave close combat at the end of any Fight phase, and can immediately make a Normal Move, but must end outside Engagement Range of any enemy units. No Sweeping Advance rolls are made. Enemy units that are no longer locked in combat can immediately Consolidate 3". | ||
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|Many armies employ reconnaissance troops who sit concealed for days, just waiting for the right moment in which to strike. | |Many armies employ reconnaissance troops who sit concealed for days, just waiting for the right moment in which to strike. | ||
|} | |} | ||
During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. | |||
==== Infiltrate and Scout ==== | ==== Infiltrate and Scout ==== | ||
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If a model suffers an unsaved Wound from an attack with this special rule, it is reduced to 0 Wounds and is removed as a casualty. | If a model suffers an unsaved Wound from an attack with this special rule, it is reduced to 0 Wounds and is removed as a casualty. | ||
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== Master- | == Master-Crafted == | ||
If a weapon is [Master-Crafted], that model can re-roll hit rolls of 1 when firing that weapon. | |||
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If a weapon has both the Melta and Blast special rules, measure the distance to the centre of the blast marker after it has scattered. If this is half the weapon’s range or less, all hits caused by the blast marker roll an addition D6 when rolling to penetrate a vehicle’s armour. If the centre of the blast marker is more than half the weapon’s maximum range away after scatter, roll to penetrate as normal. | If a weapon has both the Melta and Blast special rules, measure the distance to the centre of the blast marker after it has scattered. If this is half the weapon’s range or less, all hits caused by the blast marker roll an addition D6 when rolling to penetrate a vehicle’s armour. If the centre of the blast marker is more than half the weapon’s maximum range away after scatter, roll to penetrate as normal. | ||
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A unit that contains at least one model with this special rule is not slowed by charging or moving through difficult terrain. Furthermore, a model with the Move Through Cover special rule automatically passes Dangerous Terrain tests. | A unit that contains at least one model with this special rule is not slowed by charging or moving through difficult terrain. Furthermore, a model with the Move Through Cover special rule automatically passes Dangerous Terrain tests. | ||
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|The best way to surprise an enemy is to strike from an unexpected quarter. | |The best way to surprise an enemy is to strike from an unexpected quarter. | ||
|} | |} | ||
During deployment, players can declare that any unit that contains at least one model with this special rule is attempting to Outflank the enemy | During deployment, players can declare that any unit that contains at least one model with this special rule is attempting to Outflank the enemy. | ||
The model may arrive from reserves from any board edge except an opponents, irregardless of the current round. If such a unit deploys inside a Dedicated Transport, they may Outflank along with their Transport. | The model may arrive from reserves from any board edge except an opponents, irregardless of the current round. If such a unit deploys inside a Dedicated Transport, they may Outflank along with their Transport. | ||
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== Precision | == Precision == | ||
{| class="wikitable" | {| class="wikitable" | ||
|Many of the galaxy’s warriors | |Many of the galaxy’s warriors are able to single out enemy leaders or soldiers with particularly powerful weapons and snipe them with unerring accuracy. | ||
|} | |} | ||
Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds a unit, if a specific model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that specific model instead of following the normal attack sequence. | |||
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== Rapid Fire == | |||
{| class="wikitable" | |||
|Some weapons are able to unleash more devastating salvos once a closer range is achieved | |||
|} | |||
A weapon that has the Rapid Fire keyword double the amount of shots within half range. Rapid Fire weapons cannot be fired after advancing. | |||
== Rampage == | == Rampage == | ||
{| class="wikitable" | {| class="wikitable" | ||
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In either case, against vehicles, each armour penetration roll of 6 allows a further D3 to be rolled, with the result added to the total. These hits are not resolved at AP2, but are instead resolved using the model/weapon’s AP value. | In either case, against vehicles, each armour penetration roll of 6 allows a further D3 to be rolled, with the result added to the total. These hits are not resolved at AP2, but are instead resolved using the model/weapon’s AP value. | ||
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|Scouts are always in the vanguard of the army. Unnoticed by the enemy, they range ahead of the main force. | |Scouts are always in the vanguard of the army. Unnoticed by the enemy, they range ahead of the main force. | ||
|} | |} | ||
Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". | |||
TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that TRANSPORT model has (provided only models with this ability are embarked within that TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). | |||
A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. | |||
==== Infiltrate and Scout ==== | ==== Infiltrate and Scout ==== | ||
If a unit has both the Infiltrate and Scout special rule, that unit can deploy as per the Infiltrate special rule and then move as per the Scout special rule. | If a unit has both the Infiltrate and Scout special rule, that unit can deploy as per the Infiltrate special rule and then move as per the Scout special rule. | ||
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|Some weapons and warriors strike in a flurry of blows, tearing flesh asunder in a series of brutal strikes. | |Some weapons and warriors strike in a flurry of blows, tearing flesh asunder in a series of brutal strikes. | ||
|} | |} | ||
If a model has the Shred special rule | If a model has the Shred special rule it re-rolls failed To Wound rolls. | ||
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|Sniper weapons are precision instruments, used to pick out a target’s weak points. | |Sniper weapons are precision instruments, used to pick out a target’s weak points. | ||
|} | |} | ||
If a weapon has the Sniper special rule, or is fired by a model with the Sniper special rule, and rolls a 6 To Hit, that shot | If a weapon has the Sniper special rule, or is fired by a model with the Sniper special rule, and rolls a 6 To Hit, that shot has the [PRECISION] keyword. Wounds from these rolls are allocated against a model (or models) of your choice in the target unit, as long as it is in range and line of sight of the firer, rather than following the normal rules for Wound allocation. A character that has a Precision Shot Wound allocated to it can still make a Look Out, Sir roll. Note that Snap Shots can never be Precision Shots. | ||
If a weapon has the Sniper special rule, or is fired by a model with the Sniper special rule, its shooting attacks always wound on a To Wound roll of 4+, regardless of the victim’s Toughness. In addition, any To Wound roll of a 6 is resolved at AP2. | If a weapon has the Sniper special rule, or is fired by a model with the Sniper special rule, its shooting attacks always wound on a To Wound roll of 4+, regardless of the victim’s Toughness. In addition, any To Wound roll of a 6 is resolved at AP2. | ||
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== | == Sustained Hits X == | ||
{| class="wikitable" | {| class="wikitable" | ||
| | |Some weapons fire so fast that the amount of ammunition expended when firing is horrifying. | ||
|} | |} | ||
Whenever a weapon with the Sustained Hits keyword rolls to hit and scores an unmodified 6, X additional bonus hits are scored. Roll these to Wound as normal. | |||
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== | == Swarms == | ||
{| class="wikitable" | {| class="wikitable" | ||
|These | |These creatures are so multitudinous that they cannot be picked out individually and must be fought as a group. | ||
|} | |} | ||
If, when allocating Wounds to a unit with the Swarms special rule, two or more models could be chosen as the closest enemy, the closest enemy is always the model with the least number of Wounds. If a model with the Swarm special rule suffers an unsaved Wound from a Blast (any size) or Template weapon, each unsaved Wound is multiplied to two unsaved Wounds unless that Wound has the Instant Death special rule. However, a unit entirely composed of models with the Swarm special rule is not slowed by difficult terrain, but must test for Dangerous Terrain as normal. | |||
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|These weapons are grafted to the same targeting system for greater accuracy. | |These weapons are grafted to the same targeting system for greater accuracy. | ||
|} | |} | ||
Twin-linked weapons | Twin-linked weapons add an additional volley of fire to the weapon when it fires. When attacking with a Twin-Linked weapon, double the amount of shots you would make with this weapon. | ||
==== Twin-linked Template Weapons ==== | ==== Twin-linked Template Weapons ==== | ||
Twin-linked Template weapons are fired just like a single weapon, but | Twin-linked Template weapons are fired just like a single weapon, but apply additional hit(s) as if the weapon struck them a second time. | ||
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|} | |} | ||
A model with this special rule can make an additional pivot on the spot of up to 90° at the end of its move | A model with this special rule can make an additional pivot on the spot of up to 90° at the end of its move | ||
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